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AIRFIELD MARSH ABATIS


When air rules are in effect, airplanes Move: Units must stop. No Artillery. Move: Infantry only. Unit must stop.
may land on or take-off from airfields. May only exit to adjacent hexes.
Battle: Infantry battles out at -1d. May

Battle: Armor may not battle on entry remove abatis instead of battling.
or exit. May Take Ground into hex

but not Armor Overrun. 1
BRIDGE, ROPE BRIDGE
0
BEACH
MOUNTAINS -2* -2* 2 Move: Allows entry to river hex.
Move: Unit that moves onto a beach hex
Move: Infantry only may enter from or exit
may only move 2 hexes.
to an adjacent hill or mountain hex.
1
Battle: May still Take Ground and Armor
Battle: No dice modifier on same range. BRIDGE, PONTOON
Overrun.
Artillery range 3,3,2,2,1,1,1. Move: Allows entry to river hex.

2 * Attack from below or not on same range. Construct: To build, play Attack card but
FOREST -1 -2
order no units; instead place the bridge on
Units on same mountain range a river hex in the same section as the card.
Move: Unit must stop.
2
Battle: No battle on entry.
OCEAN BRIDGE, RAIL 1
Move: May move only 1 hex (on LC or in
Move: Allows entry to river hex.
shallow waters). Impassable for
Armor and Artillery must stop
retreat moves.
2 on entry.
HEDGEROW -1 -2
Battle: No battle.
Battle: Armor may Take Ground and
Move: Unit must stop. Units may only Armor Overrun.
1
enter from or exit to a djacent hexes. RIVER, WATERWAY
May still Take Ground. 2
Move: Impassable except over bridges. BUNKER -1 -2
Battle: No battle on entry.
Fordable Streams: Unit may enter but must Move: Infantry only (Artillery are fixed).
stop (may still Take Ground and Armor
-1 1
HILL -1

Overrun). No combat restrictions.
Battle: Only original owner benefits from
modifiers and may ignore first .
Move: No movement restrictions, but 2 Artillery no retreat.
movement up onto a steep hill TOWN, VILLAGE -1 -2 -2
Field Bunker: either side benefits.
is a 2 hex move. Move: Unit must stop.
Battle: Dice modifiers only apply to units 1

attacking from lower terrain.
Battle: No battle on entry.
RIVER FORD
Move: Allows entry to river hex.
Units on same hill feature Unit must stop.

1 Battle: Unit battles out at -1d.
1 HEDGEHOGS
FLOODED FIELDS
Move: Infantry only. 1
Any open countryside hex can be a Flooded ROAD BLOCK -1 -1
Field hex. High Ground, Hills, Roads, Battle: Ignore first .
Move: Infantry only. Unit must stop.
Railways or Towns are standard hexes.
-1* 1
Move: Unit must stop. May only enter from SANDBAGS -1*

Battle: Ignore first .
or exit to adjacent hexes.
Move: Remove when unit exits hex.
TRAINS
Battle: Armor may not battle on entry
Battle: Protects all sides. Ignore first .
or exit. May Take Ground into hex Move: Ordered as single unit up to 3 hexes
* Countryside or beach hex only.
but not Armor Overrun. along empty tracks. Retreats in
opposite direction along track.
1
LAKE 1 WIRE Battle: Ignore first . Hit on . Wagon

Move: Unit must stop. destroyed on 3rd hit, locomotive on
Move: Impassable.
Armor removes on entry. 4th hit. Then take Victory medal.
Sighting across 2 or more Battle: Infantry may remove wire or battle. Armored Trains: 1 Artillery on wagon. Train may move and
adjacent lake hexes. Infantry battles out at -1d. Artillery may fire. Artillery destroyed when wagon destroyed.

-1 -2 2 -1 2
BARRACKS -2 LIGHTHOUSE -2 -2 ACTIONS
Move: Unit must stop. Move: Unit must stop. Air Strikes: May play any Recon 1 card as Air Power (or Air
Sortie if Air rules in effect). At least 1 target hex must be
Battle: No battle on entry. Battle: No battle on entry. in the designated section.
Armor Breakthrough: During one turn, may order new Armor
units onto board through opponent’s baseline. Stop on
0 2 baseline hex; may battle and Take Ground this turn but not
CEMETERY PIER Armor Overrun. Retreat towards controlling player’s baseline.
Move: No restrictions. Move: May only move onto pier from Blowing Up Bridges: Either play a matching Section card
land or beach (not ocean) hex. (do not draw new card) or play matching Section card and
Battle: Ignore first .
roll 2 dice; removes bridge (draw new card).

Collapsable Rafts & Boats: Infantry only may move on


rivers and waterways, but must stop. Battle out at -1d and
CHURCH -1 -2 -2 2 -1 -2 2
PRISON CAMP may not retreat. Boats are lost after disembarking.

Move: Unit must stop. Move: Unit must stop. Camouflage: Unit may only be targeted in a Close Assault.
Camouflage is lost if unit moves or battles.
Battle: No battle on entry. Battle: No battle on entry.
Ignore first . Ignore first . Capture HQ/Supply Tent: The owner of captured HQ/
Supply Tent immediately loses 1 random Command card.
If owner reclaims hex, replenish hand.
1 -1 -2 2
DAM POWER PLANT Capturing Equipment: Unit capturing a specified hex (and
ending its move there) picks up a token representing
Move: Infantry only. Move: Unit must stop. the equipment. If the unit is eliminated, the equipment
Battle: Ignore first . Battle: No battle on entry. stays in the hex where the unit was killed.
Ignore first . Destroy Supplies: Destroying Supply Depot using Sabotage
rules reduces movement of all enemy Armor by 1 hex.

-1 -2 2 1 Forward Spotting Artillery: If specified hex is occupied,
FACTORY -2 RADAR STATION -1 -2
Artillery are Big Guns.
Move: Unit must stop. Move: Unit must stop. Freeing Prisoners: Unit capturing a Fortress, Prison
Battle: No battle on entry. Battle: No battle on entry. Camp or specified hex picks up a token representing
Ignore first . prisoners. If the unit is eliminated, the prisoners are lost.

Heroic Leader: token is leader added to an infantry



unit. Unit may ignore first , battles at +1d. When unit
-1 2 -1 2
FORTRESS -2 RAIL STATION -2 -2 eliminated roll 2d: is rolled leader lost (Victory medal),
otherwise move him to nearest friendly infantry unit.
Move: Infantry only (Artillery are fixed). Move: Unit must stop.
Hospital Recovery: Ordered Infantry unit on Hospital
Battle: Either side benefits from defensive Battle: No battle on entry. with no adjacent enemies may recover figures. Unit may
modifier, may ignore all . not move or battle this turn. Roll 6d: for each matching
symbol or , recover 1 lost figure of that unit.
1 1
HOSPITAL RAILROAD TRACK Oasis Recovery: Ordered Infantry unit on Oasis with no
adjacent enemies may recover figures. Unit may not move
Move: No restrictions. Move: Armor and Artillery must stop. or battle this turn. Roll 1d per Command card; for each
matching symbol or , recover 1 lost figure of that unit.
Battle: No restrictions. Battle: Armor may Take Ground and
Overrun, as normal. Paradrop: Drop figures from a box side height. Figures
landing on impassable or occupied hexes or off board are

removed at no medal cost. Add figures to form a full unit to
1 -1 0
HQ & SUPPLY TENTS ROAD -1 those that land successfully. No move or battle that turn.
Radar Alert: Opponent must give 1 turn advanced notice to
Move: No restrictions. Move: If on road entire move may move
1 additional hex. play an Air Power card (it must be played).
Battle: No restrictions.
Sabotage: The landmark can be demolished if occupied.
Road on hill Roll 2d to obtain required number of . If landmark is
captured before sabotage complete, restart count.
-1 -2 2 2
LABOR CAMP -2 SUPPLY DEPOT Reinforcements: If there is no enemy on the airfield use
one order from Direct from HQ and place infantry unit
Move: Unit must stop. Move: No restrictions. (cannot move or battle that turn).
Battle: No battle on entry. Battle: No restrictions. Supply Train/Reinforcements: Units may disembark from
a supply train adjacent to a station. They may not move or
battle that turn (or battle while on train).
BLITZ Rules MEDITERRANEAN THEATER Rules PACIFIC THEATER Rules
Move: Allied Armor may only move up to 2 hexes. British Commonwealth Command Rules: Japanese Army Command Rules:
A BC ground unit that survives an enemy’s Close Japanese infantry always ignores the first . When in
Battle: Axis player may play a Recon 1 card as an Air Assault (even an Armor Overrun, but not an Ambush) a position that already ignores the first , they ignore
Power card in that section (at least 1 target hex without retreating and is down to a single figure may the first 2 .
must be in the section). immediately battle back with a single Battle die (ignore
all terrain restrictions). When carrying out a Close Assault, Japanese infantry
may move 2 hexes and still battle. If at full strength they
Italian Royal Army Command Rules: receive +1d in a Close Assault.
EASTERN FRONT Rules All Italian ground units may retreat 1, 2 or 3 hexes for
each flag rolled against them. All Italian Artillery units US Marine Corps Command Rules:
Russian Command Rules: may ignore 1 . When a Section card is played, 1 extra unit may be
The Russian player must place a command activated. All Tactic cards that normally activate 1-4
2
card under the Commissar Chip and this is
the card he will play next turn.
COASTLINE (DESERT) units activate 2-5 units instead; those that activate 1,
activate 2.
Move: Movement is 1 hex, except
In lieu of playing this card in a turn, the Russian player When Counter-Attacking, the Marine player activates 1
when on a landing craft. A unit
may choose to play from his hand a Recon 1 or a more unit than a Japanese opponent.
cannot retreat on, or from a coastline
Counter-Attack Command card.
hex, except when on a landing craft.
1
He may also play the Ambush card from his hand as per
Battle: No battle. FISH PONDS
the standard rules.
Move: Unit must stop. No Artillery.
-1 2
CITY RUINS -1 -2 -2 2 ERGS, RIDGES -1 May only exit to adjacent hexes.

Move: Unit must stop. Battle: Infantry no battle on entry.


Move: Infantry only. Armor moving in/out cannot battle.
Unit must stop. Battle: Dice modifiers only apply to units Armour may Take Ground but not
attacking from lower terrain. Armor Overrun.
Battle: No battle on entry.
Ignore first . Units on same hill feature
-1 -2 2


JUNGLE
1
DRAGON’S TEETH ESCARPMENT 2
Move: Unit must stop.
Move: Infantry only. Move: Impassable. Battle: Infantry or Armor that move into
Unit must stop. jungle from an adjacent hex may
still battle. May still Take Ground
and Armor Overrun.
1
RAVINE
1
RICE PADDIES
Move: Infantry only.
DESERT Rules Move: Unit must stop. No Artillery.
Battle: Ignore first .
Armor Overrun: On a successful Close Assault, Armor May only exit to adjacent hexes.
may move into the vacated hex and may then move 1 Battle: Armor moving in/out cannot battle.
additional hex, then battle again. Armour may not Take Ground or
1
RIVER, FROZEN 1
Armor Overrun.
OASIS -1 -1
Move: Moving or retreating units roll
2d: lose 1 figure for each . Move: Unit must stop. ? CAVES -2 -2 2

Battle: Ignore first . Move: Only Japanese infantry may use the
caves as a defensive position.
Impassable to Armor and Artillery.
1
TRENCHES -1 -1 Battle: Japanese units ignore all .
-1 -1 1
Move: Unit must stop.
WADI, GULLY -1
LoS same as underlying terrain
No Artillery. Move: Can move through open ends only.
Special Rules: Japanese infantry may move between
Impassable through sides.
Battle: Infantry may ignore first . any cave hexes as a full move. If no enemy adjacent,
Armor may not battle while in Battle: Infantry and Armor battling into or Allied infantry on the hex may seal cave by rolling Close

trenches. out must be adjacent to target. Assault dice; if is rolled it is sealed (turn hex over).

INFANTRY 3 2 1 SNIPER 1 1 1 1 1 NIGHT ATTACKS
Move: Up to 1 hex and battle or Move: Up to 2 hexes and battle. Place a token on the 1 space of the Night Visibility
2 hexes and no battle. chart. At the start of each of his turns the Allied player
Battle: M
ay battle on entering hexes
rolls 4 dice: for each rolled, move the token 1 spot
Battle: May Take Ground on a where other troops cannot.
upwards. Visibility and firing range improve as indicated.
successful Close Assault.
May not target Armor. If adjacent to a All combat is limited to Close Assault on adjacent hexes.

ARMOR 3 3 3 unit must attack (if Armor, must move When the token reaches 6 (full daylight) normal combat
before firing). No terrain reduction for visibility conditions resume. Until daylight is reached,
Move: Up to 3 hexes and battle. target. Air Power and Barrage tactic cards may only be played to
Hits on unit symbol, or . Retreat order 1 unit of the player’s choice.
Battle: M
ay Armor Overrun on a
successful Close Assault. up to 3 hexes per . Only hit on a .
No Victory medal awarded if eliminated. LANDING CRAFT
Elite: Move: Up to 2 hexes. Remove when
SKI TROOPS 3 2 landing on beach and leave unit.
ARTILLERY
3 3 2 2 1 1
Move: Up to 3 hexes and battle. Battle: Unit may not battle while in LC
Move: 1 hex or battle. or when landing.
Battle: M
ay battle on entering hexes
Battle: Ignore line of sight. where other troops cannot.

Ignore terrain modifiers. WARSHIPS

Retreat up to 3 hexes per .
A warship may be targeted: one hit is scored for each .
SPECIAL FORCES 3 2 1 When a third hit is scored, the attacker receives the
FLMETHRWR TANKS 3 3 3 warship counter and 1 Victory medal.
Move: Up to 2 hexes and battle.
Move: Up to 3 hexes and battle. A warship ignores first . If forced to retreat it retreats 1
Battle: M
ay Take Ground after a ocean hex for each , or takes damage as usual.
successful Close Assault. Battle: M
ay Armor Overrun on a
successful Close Assault.
AIRCRAFT CARRIER

In Close Assault, terrain dice
ENGINEERS 3 2 1
reduction limited to 1 max.
Move: 1 or 2 hexes in ocean, but may
not move into ocean spaces
Battle: In Close Assault ignore terrain adjacent to a beach hex.
reductions. MOBILE ART. 3 3 2 2 1 1
A carrier may provide offshore air
May battle on wire hex (still -1d) Move: 1 hex and battle or support and for staging Air Sorties.
and remove wire on same turn. up to 2 hexes and no battle.
In a minefield must clear mines Battle: I gnore line of sight. DESTROYER
3 3 2 2 1 1 1 1
instead of battling. Ignore terrain modifiers. Move: As above.

If ordered on Infantry Assault, may move 2 hexes and Battle: 3 Crosshair markers. Place a
remove wire or clear mines. BIG GUNS
3 3 2 2 1 1 1 1
marker on each target hit but
Battle: 3 Crosshair markers with unit. not forced to retreat. Until
FRENCH RESISTANCE 3 2 1 Place a marker on each target moved or destroyed, marked
hit but not forced to retreat. units take fire at +1d in future
Move: Up to 1 hex and battle or rounds (not cumulative).
2 hexes and not battle. Until moved or destroyed (in
which case remove marker),
1
Battle: M
ay battle on entering hexes marked units take fire at +1d in MINEFIELD
where other troops cannot. future rounds (not cumulative).

Retreat 1-3 hexes per .
SPECIAL WEAPON ASSETS (SWAs)
Set all tokens with picture side up, mix them, and place
CAVALRY 2 1 SWA is placed with unit and removed when last figure lost. a random token on each minefield hex.
Move: Up to 3 hexes and battle. Unit treated as Infantry for all purposes. Unit may not Take Move: Unit must stop. Enemy unit entering flips token to
Ground. SWA does not count as additional Victory medal. reveal strength. If 0 remove counter, otherwise:
Battle: M
ay Take Ground on a
successful Close Assault, and
battle again like Armor Overrrun.
ANTI-TANK GUN Battle: Roll number of dice equal to Strength. Hits on a
unit symbol or . ignored. Token stays numeral up.

Move: Move or battle. No effect on retreating units.
BRANDENBURGERS + 3 2 1
Battle: hit Armor.
Battle: I f hit, opponent re-rolls 1d. On SMOKE SCREEN
infantry symbol, enemy figure removed MORTAR Place smoke screen tokens on 3 adjacent
and casualties applies. If no infantry continguous hexes. Flip when turn is
symbol, no casualties. Move: Move or battle. over, then remove after second turn.

When ordered to battle, remove enemy figure from within. Battle: I gnore line of sight and terrain Move: No restrictions. Unit may be seen and see out of
If no enemy figure, Brandenburgers act like Special Forces. modifers. the hex.

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